This is a Co Pilot AI Assisted Scenario - by which I mean, I asked for a scenario based on 3 players per side but we actually had 4 per side, so I had to adjust it a bit - and some of the things it suggested I ignored (or forgot about in the excitement and stress of setting up the game!)
This is what Co Pilot provided me with:
Wargame Scenario: The Gates of Kiev (September 1941)
📌 Game Setup & Table Topography
The table is oriented with the long side (4.8m) running East to West, and the short side (2m) running North to South.
West Side The Suburban Fringe. Dense apartment blocks, factories, barricaded streets, and tram lines. This is the Soviet Deployment Zone.
Centre Strip The Outer Perimeter. A mix of open parks, anti-tank ditches, concrete bunkers, and scattered wooden dachas.
East Side: The Approach Plateaus. Open fields, rolling hills, and rural roads leading toward the city. This is the Axis Deployment Zone.
The Three Sectors (North to South)
The 2m width is divided into three distinct parallel tracks, assigned to individual player pairings:
Sector A (North) – "The Factory District": Dense industrial ruins, railway tracks, and heavy stone structures. High cover, minimal vehicle mobility.
Sector B (Centre) – "The Main Boulevard Line": The primary arterial road into the city, flanked by wide plazas, a park, and tram lines. High vehicle mobility, lethal open fire lanes.
Sector C (South) – "The Residential Suburb": A labyrinth of wooden dachas, gardens, earthwork trenches, and orchards. Moderate cover, highly unpredictable sightlines.
Order of Battle (OOB) Guidelines
Recommended Rulesets: Bolt Action (Company level), Chain of Command (Large scale), or Flames of War/O Group (adapted for 28mm). IGNORED THIS!
The Soviet Rearguard (Defenders)
The Soviet forces are poorly supplied but heavily dug in, relying on fanaticism, local knowledge, and pre-prepared ambush positions.
Player 1 (Sector A): Factory Militia & Workers' Battalions. Large squads, low quality (Inexperienced/Green), but highly motivated with plentiful Molotov cocktails and SMGs.
Player 2 (Sector B): NKVD Security Regiment & Regular Red Army. Confident, well-equipped with heavy machine guns (Maxim teams), anti-tank guns, and a single dug-in KV-1 or T-34 tank.
Player 3 (Sector C): Regular Rifle Platoon & Sappers. High concentration of booby traps, snipers, and flamethrowers.
The Axis Vanguard (Attackers)
The German forces possess overwhelming fire support and mobility but face severe penalties if their advance stalls or if they lose too many armoured vehicles.
Player 1 (Sector A): 29th Motorized Infantry Division. Pioneer-heavy platoon equipped with demolition charges, flamethrowers, and half-tracks.
Player 2 (Sector B): 9th Panzer Division. Armoured spearhead featuring Panzer III and Panzer IV tanks, supported by recon motorcycle units.
Player 3 (Sector C): 71st Infantry Division. Standard, highly trained Wehrmacht infantry platoons with strong mortar and light artillery off-table support.
Scenario Special Rules
1. Hidden Deployment & Ambush DID THIS, KIND OF
The Soviet players do not place their infantry models on the table at the start of the game. Instead, they mark positions on a hidden map or use blinds/markers. Axis forces must physically move within line of sight or within 12 inches to "reveal" the Soviet squads.
2. The "Kyiv Inferno" (Booby Traps) DID NOT DO THIS (Forgot About It!)
The Soviet players receive six Booby Trap tokens to place secretly in any building or barricade in the West (Suburban) zone.
When an Axis unit enters a rigged building, roll a D6.
On a 4+, the trap detonates, inflicting heavy HE (High Explosive) hits on the squad inside.
3. Lateral Reinforcements (The Multi-Player Dynamic)
Because it is a single 18x12 table, players are not locked out of their neighbours’ games.
Starting on Turn 3, if a player completely clears their own 6-foot Centre Strip section, they may redirect up to one platoon or armoured unit laterally into an adjacent teammate's sector to flank the enemy.
Objectives & Victory Conditions
The game lasts for 8 Game Turns. IGNORED THIS
Axis Victory Points (VPs)
Capture the Blocks (Primary): 5 VPs for every major building complex secured in the Western suburban sector at the end of the game.
Breakthrough (Secondary): 3 VPs for every operational Axis vehicle that exits the Western edge of the board via the Main Boulevard (Sector B).
Soviet Victory Points (VPs)
Hold the Line (Primary): 10 VPs if the Axis forces fail to secure the Central Boulevard plaza by Turn 6.(we made it the end of the game)
Bleed them Dry (Secondary): 1 VP for every Axis infantry squad completely destroyed, and 3 VPs for every Axis tank knocked out.
As is traditional in my AAR's when John is present, I now have a shed load of close up images - many done twice, once in colour and once in period style black and white - I will scroll through and delete any I think are sub standard but most of them will probably pass the test














































































































Good looking game Keith, nice to see your collection on the table and it looked like AI gave a good scenario for the game. Loads of cracking photos my favourite is the two Soviet heroines behind the barricades super picture.
ReplyDeleteCheers Donnie - it was nice to have room to get all those building out of the boxes, and the game was fun - I always intended it should be weighted in favour of a German victory, after the rather miserable game the Germans had in my Zhukov counterattack outside Moscow - when they got a real hiding!
DeleteSo many photos taken by Johannes (the Camera) L. - as usual spending more time snapping rather than putting together an effective attack (meow!).
ReplyDeleteLOL - sorry Andrew, as per our earlier conversation - I must have intended to come back to your comment to reply! Yes, a double benefit for me - it meant at least one part of the Soviet defence held firm, AND I get the extra images for my blog!
DeleteAI generated a surprising amount of detail. The use of your buildings to make a long linear building zone looks really good.
ReplyDeleteI agree. The proposed scenario carried a lot of detail adding much flavor and purpose to the scenario. I enjoyed the B&W photos but the colorized photos were good too! You put in much effort on bringing this to table. Well done!
DeleteThanks Norm - I think AI is as good as the questions/guidance you give it - the more precise and accurate you describe what you want, the better it does! I liked the overall look of all the buildings on the table, too
DeleteAnd thanks to you too Jon - I could have put in a bit more effort on the scenario probably - there were a couple of situations that arose and we had to come up with an off the cuff response, but generally I think it worked well enough
DeleteGreat looking game,good to see all your ruins I like the posters and I might have to get a plastic perry church for Russia!
ReplyDeleteBest Iain
Cheers Iain - that church is quite versatile - it would not suit the UK but parts of Europe and of course N America (and Australia and New Zealand if you had a use for it) would all work.
DeleteThat is a great looking game there Keith and nice to see all your scratch built stuff on the table for once:)! A historical outcome it would seem, certainly for the early assaults on on the Soviet BUA's etc. AI did a good job on the scenario creation, with the remote controlled mines/bombs being rather cool and not something I'd come across before. The B&W do have a touch of stills from the Deutsche Wochenschau about them:).
ReplyDeleteCheers Steve - I have found AI a great way to get the bones of a game - HI (human intelligence) can the tinker with the finer details - but it spat out that scenario within a few seconds of me finishing a description of what I wanted!
DeleteThat is a lot of terrain and figures you had to haul across town. Great to see all the hard work put into action Keith.
ReplyDeleteThanks Lawrence and yes indeed! I thought I might have to drop the back seats of the Rav 4 down, but in the end, that wasn't necessary. It was nice to get most of my buildings on the table
DeleteGreat game and amazing figurines!
ReplyDeleteThank you Andrey, I am happy you like them
DeleteThe game looks great. I've seen the benefit of using AI for generating the basis of scenarios that I can then tweak to my own tastes
ReplyDeleteThank you, Scotty, and yes, that's exactly how I do it too.
DeleteVery interesting AAR Keith. Love the close ups of the figures. Shows what great models they are. Looking at the black and white pictures I had that slow background music they had on the World at War (not the theme tune, the sort of plodding march one).
ReplyDeleteThanks Chris - some of the B&W photos really look like real life - personally, I like the ones of the tank factory or peering through the ruined buildings.....
DeleteNice one Keith. I’m yet to use AI for scenario design, but it does seem to do a good job of it so it’s probably something I should get behind. Lots of lovely photos and yes the black and white ones are really effective aren’t they! Nice to see all those great buildings too. I know you’re not in Oz but if you ever get a mo check out the Australian tank museum on YouTube. They’re nearly finished restoring a KV1 that was an absolute wreck having been used as a target on a postwar French firing range.
ReplyDeleteCheers JBM - I might check that tank museum out too.....
DeleteGood stuff Keith, I guess AI has some uses apart from bringing the end of humankind ? Great to see all the buildings getting some use 👍
ReplyDeleteCheers Matt - AI has its uses, until it takes control of NORAD and launches a pre-emptive strike!
DeleteFantastic looking game Keith and a great scenario for the multiple players with a good story behind it.
ReplyDeleteThanks Ben - personally I would think the days of people being able to sell scenario books might be numbered - I asked it a couple of weeks ago to create a skirmish level campaign of 5 or 6 interlinked games, using individually based 28mm figures, based on the story in The Last of the Mohicans - and it did it almost immediately - and it looked really good!
DeleteThe black and white photos, particularly of the buildings, look very effective. well done on working through such a long post.
ReplyDeleteThanks a lot Peter! Not really a lot of work, loading 100 images - the work is writing the description of the action, and I was quite sparing on detail this time, so it wasn't too onerous a task.
DeleteGreat looking game with all your buildings. The black and white photos added an historical atmosphere, although the colour ones werr great too.
ReplyDeleteThanks a lot Richard - I took a few B&W pics of one of our first Blitzkrieg games, and they looked pretty good - so I must remember to do a few in each game!
DeleteOh, and that's a battle report! Great fame and fantastic photos sir!
ReplyDeleteThank you Michal - I was very happy with how the game went and the photos look great!
DeleteFan-bloody-tastic Keith! Your buildings have looked great when you have shown them to us previously, but they are superb all together on the tabletop. Then there were all the other elements that made for a great game: the figures, vehicles, posters and 'extras'. Not to mention the action! John's close ups are wonderful. I'm so glad that you included them, especially the b&w ones.
ReplyDeleteBest wishes, James
Thanks James - it did look pretty good, even though I do say so myself!
Delete